DBFZ/SS Goku/Frame Data: Difference between revisions

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==[[DBFZ/Frame Data|System Data]]==
==[[DBFZ/Frame Data|System Data]]==
{{#lst:DBFZ/SS Goku/Data|System Data}}
{{#lst:{{BASEPAGENAME}}/Data|System Data}}
<br style="clear:both;"/>
<br style="clear:both;"/>


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|-
|-
{{AttackVersion|name=5L}}
{{AttackVersion|name=5L}}
{{#lst:DBFZ/SS Goku/Data|5L Full}}
{{#lst:{{BASEPAGENAME}}/Data|5L Full}}
|-
|-
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
{{#lst:DBFZ/SS Goku/Data|5LL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LL Full}}
|-
|-
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lst:DBFZ/SS Goku/Data|5LLL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LLL Full}}
|-
|-
{{AttackVersion|name=5M}}
{{AttackVersion|name=5M}}
{{#lst:DBFZ/SS Goku/Data|5M Full}}
{{#lst:{{BASEPAGENAME}}/Data|5M Full}}
|-
|-
{{AttackVersion|name=5H}}
{{AttackVersion|name=5H}}
{{#lst:DBFZ/SS Goku/Data|5H Full}}
{{#lst:{{BASEPAGENAME}}/Data|5H Full}}
|-
|-
{{AttackVersion|name=5S}}
{{AttackVersion|name=5S}}
{{#lst:DBFZ/SS Goku/Data|5S Full}}
{{#lst:{{BASEPAGENAME}}/Data|5S Full}}
|-
|-
{{AttackVersion|name=2L}}
{{AttackVersion|name=2L}}
{{#lst:DBFZ/SS Goku/Data|2L Full}}
{{#lst:{{BASEPAGENAME}}/Data|2L Full}}
|-
|-
{{AttackVersion|name=2M}}
{{AttackVersion|name=2M}}
{{#lst:DBFZ/SS Goku/Data|2M Full}}
{{#lst:{{BASEPAGENAME}}/Data|2M Full}}
|-
|-
{{AttackVersion|name=2H}}
{{AttackVersion|name=2H}}
{{#lst:DBFZ/SS Goku/Data|2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|2H Full}}
|-
|-
{{AttackVersion|name=2S}}
{{AttackVersion|name=2S}}
{{#lst:DBFZ/SS Goku/Data|2S Full}}
{{#lst:{{BASEPAGENAME}}/Data|2S Full}}
|-
|-
{{AttackVersion|name=6M}}
{{AttackVersion|name=6M}}
{{#lst:DBFZ/SS Goku/Data|6M Full}}
{{#lst:{{BASEPAGENAME}}/Data|6M Full}}
|-
|-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=j.L}}
{{#lst:DBFZ/SS Goku/Data|j.L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.L Full}}
|-
|-
{{AttackVersion|name=j.M}}
{{AttackVersion|name=j.M}}
{{#lst:DBFZ/SS Goku/Data|j.M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.M Full}}
|-
|-
{{AttackVersion|name=5LLLLLLL}}
{{AttackVersion|name=5LLLLLLL}}
{{#lst:DBFZ/SS Goku/Data|5LLLLLLL Full}}
{{#lst:{{BASEPAGENAME}}/Data|5LLLLLLL Full}}
|-
|-
{{AttackVersion|name=j.H}}
{{AttackVersion|name=j.H}}
{{#lst:DBFZ/SS Goku/Data|j.H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Full}}
|-
|-
{{AttackVersion|name=j.S}}
{{AttackVersion|name=j.S}}
{{#lst:DBFZ/SS Goku/Data|j.S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Full}}
|-
|-
{{AttackVersion|name=j.2H}}
{{AttackVersion|name=j.2H}}
{{#lst:DBFZ/SS Goku/Data|j.2H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H Full}}
|}
|}


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|-
|-
{{AttackVersion|name=236L}}
{{AttackVersion|name=236L}}
{{#lst:DBFZ/SS Goku/Data|236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|236L Full}}
|-
|-
{{AttackVersion|name=236M}}
{{AttackVersion|name=236M}}
{{#lst:DBFZ/SS Goku/Data|236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|236M Full}}
|-
|-
{{AttackVersion|name=236H}}
{{AttackVersion|name=236H}}
{{#lst:DBFZ/SS Goku/Data|236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|236H Full}}
|-
|-
{{AttackVersion|name=j.236L|rowspan=2}}
{{AttackVersion|name=j.236L|rowspan=2}}
{{#lst:DBFZ/SS Goku/Data|j.236L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236L Full}}
|-
|-
{{Description|15|text={{ColumnList|text=*Removes landing recovery
{{Description|15|text={{ColumnList|text=*Removes landing recovery
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}}
}}
{{AttackVersion|name=j.236M|rowspan=2}}
{{AttackVersion|name=j.236M|rowspan=2}}
{{#lst:DBFZ/SS Goku/Data|j.236M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236M Full}}
|-
|-
{{Description|15|text={{ColumnList|text=*Removes landing recovery
{{Description|15|text={{ColumnList|text=*Removes landing recovery
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}}
}}
{{AttackVersion|name=j.236H|rowspan=2}}
{{AttackVersion|name=j.236H|rowspan=2}}
{{#lst:DBFZ/SS Goku/Data|j.236H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Full}}
|-
|-
{{Description|15|text={{ColumnList|text=*Removes landing recovery
{{Description|15|text={{ColumnList|text=*Removes landing recovery
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|-
|-
{{AttackVersion|name=214L}}
{{AttackVersion|name=214L}}
{{#lst:DBFZ/SS Goku/Data|214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|214L Full}}
|-
|-
{{AttackVersion|name=214M}}
{{AttackVersion|name=214M}}
{{#lst:DBFZ/SS Goku/Data|214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|214M Full}}
|-
|-
{{AttackVersion|name=214H}}
{{AttackVersion|name=214H}}
{{#lst:DBFZ/SS Goku/Data|214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|214H Full}}
|-
|-
{{AttackVersion|name=j.214L}}
{{AttackVersion|name=j.214L}}
{{#lst:DBFZ/SS Goku/Data|j.214L Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214L Full}}
|-
|-
{{AttackVersion|name=j.214M}}
{{AttackVersion|name=j.214M}}
{{#lst:DBFZ/SS Goku/Data|j.214M Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214M Full}}
|-
|-
{{AttackVersion|name=j.214H}}
{{AttackVersion|name=j.214H}}
{{#lst:DBFZ/SS Goku/Data|j.214H Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214H Full}}
! colspan=16 style="background: white;"|Kamehameha
! colspan=16 style="background: white;"|Kamehameha
|-
|-
{{AttackVersion|name=236S|rowspan=2}}
{{AttackVersion|name=236S|rowspan=2}}
{{#lst:DBFZ/SS Goku/Data|236S Full}}
{{#lst:{{BASEPAGENAME}}/Data|236S Full}}
|-
|-
{{Description|15|text={{ColumnList|text=*Values in [] are for angled version
{{Description|15|text={{ColumnList|text=*Values in [] are for angled version
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}}
}}
{{AttackVersion|name=j.236S|rowspan=2}}
{{AttackVersion|name=j.236S|rowspan=2}}
{{#lst:DBFZ/SS Goku/Data|j.236S Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236S Full}}
|-
|-
{{Description|15|text={{ColumnList|text=*Values in [] are for angled version
{{Description|15|text={{ColumnList|text=*Values in [] are for angled version
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|-
|-
{{AttackVersion|name=Assist A|rowspan=2}}
{{AttackVersion|name=Assist A|rowspan=2}}
{{#lst:DBFZ/SS Goku/Data|Assist A Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist A Full}}
|-
|-
{{Description|15|text={{ColumnList|text=*Enters recovery on hit/block
{{Description|15|text={{ColumnList|text=*Enters recovery on hit/block
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|-
|-
{{AttackVersion|name=Assist B}}
{{AttackVersion|name=Assist B}}
{{#lst:DBFZ/SS Goku/Data|Assist B Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist B Full}}
! colspan=16 style="background: white;"|Dragon Storm
! colspan=16 style="background: white;"|Dragon Storm
|-
|-
{{AttackVersion|name=Assist C|rowspan=2}}
{{AttackVersion|name=Assist C|rowspan=2}}
{{#lst:DBFZ/SS Goku/Data|Assist C Full}}
{{#lst:{{BASEPAGENAME}}/Data|Assist C Full}}
|-
|-
{{Description|15|text={{ColumnList|text=*Values in [] are when the opponent is in hitstun/untech
{{Description|15|text={{ColumnList|text=*Values in [] are when the opponent is in hitstun/untech
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|-
|-
{{AttackVersion|name=236L+M|rowspan=2}}
{{AttackVersion|name=236L+M|rowspan=2}}
{{#lst:DBFZ/SS Goku/Data|236LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|236LM Full}}
|-
|-
{{Description|15|text={{ColumnList|text=*Values in [] are for angled version
{{Description|15|text={{ColumnList|text=*Values in [] are for angled version
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}}
}}
{{AttackVersion|name=j.236L+M|rowspan=2}}
{{AttackVersion|name=j.236L+M|rowspan=2}}
{{#lst:DBFZ/SS Goku/Data|j.236LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236LM Full}}
|-
|-
{{Description|15|text={{ColumnList|text=*Values in [] are for angled version
{{Description|15|text={{ColumnList|text=*Values in [] are for angled version
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|-
|-
{{AttackVersion|name=236H+S|rowspan=2}}
{{AttackVersion|name=236H+S|rowspan=2}}
{{#lst:DBFZ/SS Goku/Data|236HS Full}}
{{#lst:{{BASEPAGENAME}}/Data|236HS Full}}
|-
|-
{{Description|15|text={{ColumnList|text=*Values in [] are when the opponent is in hitstun/untech
{{Description|15|text={{ColumnList|text=*Values in [] are when the opponent is in hitstun/untech
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}}
}}
{{AttackVersion|name=j.236H+S|rowspan=2}}
{{AttackVersion|name=j.236H+S|rowspan=2}}
{{#lst:DBFZ/SS Goku/Data|j.236HS Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236HS Full}}
|-
|-
{{Description|15|text={{ColumnList|text=*Values in [] are when the opponent is in hitstun/untech
{{Description|15|text={{ColumnList|text=*Values in [] are when the opponent is in hitstun/untech
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|-
|-
{{AttackVersion|name=214L+M|subtitle=or 214H+S}}
{{AttackVersion|name=214L+M|subtitle=or 214H+S}}
{{#lst:DBFZ/SS Goku/Data|214LM Full}}
{{#lst:{{BASEPAGENAME}}/Data|214LM Full}}
|}
|}


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==Navigation==
==Navigation==
{{#lst:DBFZ/SS Goku/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
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{{Navbar-DBFZ}}

Revision as of 14:57, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    

System Data


Normal Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L
5LL
5LLL
5M
5H
5S
2L
2M
2H
2S
6M
j.L
j.M
5LLLLLLL
j.H
j.S
j.2H

Special Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Dragon Flash Fist
236L
236M
236H
j.236L
  • Removes landing recovery
j.236M
  • Removes landing recovery
j.236H
  • Removes landing recovery
Flurry Kick
214L
214M
214H
j.214L
j.214M
j.214H Kamehameha
236S
  • Values in [] are for angled version
  • Enters recovery on hit/block
  • On whiff, recovery is 21 [17]
j.236S
  • Values in [] are for angled version
  • Enters recovery on hit/block
  • On whiff, recovery is 30(+3L)

Z Assists

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Kamehameha
Assist A
  • Enters recovery on hit/block
  • On whiff, recovery is 21
Flurry Kick
Assist B Dragon Storm
Assist C
  • Values in [] are when the opponent is in hitstun/untech
  • Enters recovery on hit/block

Super Moves

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Super Kamehameha
236L+M
  • Values in [] are for angled version
  • Enters recovery on hit/block
j.236L+M
  • Values in [] are for angled version
  • Enters recovery on hit/block
Warp Kamehameha
236H+S
  • Values in [] are when the opponent is in hitstun/untech
  • Enters recovery on hit/block
j.236H+S
  • Values in [] are when the opponent is in hitstun/untech
  • Enters recovery on hit/block
Meteor Smash
214L+M
or 214H+S

Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
5S - - 5H, 2H 2S Sp
2S - - 5H, 2H 5S Sp
Air Z Combo
L M H S Cancel
j.L j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available even on whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X won't come out if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge

Sources

Placeholder

Navigation

To edit frame data, edit values in DBFZ/SS Goku/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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